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Change burnin masking function to max. Should preseve darker colors.

This commit is contained in:
Filippo Scognamiglio 2018-12-17 19:21:26 +01:00
parent 06afe507f6
commit 3cee186663

View File

@ -108,8 +108,8 @@ Loader {
uniform highp float prevLastUpdate;" +
"float rgb2grey(vec3 v){
return dot(v, vec3(0.21, 0.72, 0.04));
"float max3(vec3 v) {
return max(v.x, max(v.y, v.z));
}" +
"void main() {
@ -119,7 +119,7 @@ Loader {
vec4 accColor = texture2D(burnInSource, coords);
float prevMask = accColor.a;
float currMask = rgb2grey(txtColor);
float currMask = max3(txtColor);
highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
blurDecay = max(0.0, blurDecay - prevMask);